No more light bleeding!

Post » Sat Feb 19, 2011 7:20 am

Anyone else think those walls look really cool? I hadn't noticed those designs before.

I just noticed too.

Great details.......:o
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Breanna Van Dijk
 
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Post » Sat Feb 19, 2011 1:47 am

Not to mention that this screen is on the 360 so it still doesn't have the best graphics yet and it still looks great. Also, I've posted this before but if anyone didn't notice from that screen that even zombies are differentiated in look. Some have beards, some don't. Some have helmets, etc.
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Ladymorphine
 
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Post » Fri Feb 18, 2011 7:25 pm

Impressive artwork. :tops:
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 12:13 am

another thing is that they are ghouls not skeletons.

Looks like a Draugr to me.
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 3:10 am

The Draugr on the far left for some reason makes me think of a Draugr-fied Techno Viking.haha

Anyway nice to see the light bleeding as gone.
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Siidney
 
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Post » Fri Feb 18, 2011 11:34 pm

Well, it's no surprise. Once you allow shadows for architecture and other objects they will begin to self-shadow themselves. The "light bleed" was the inability for objects to shadow themselves, nothing more.

Soon to be a http://s659.photobucket.com/albums/uu320/shademe/shadows/ as well, thanks to shadeMe. :)

In addition to the "look we're already doing this in Oblivion!" quoted above, I'd like to say the shadow map resolution makes me very sad in that Skyrim screenshot. The shadow cast by the sconce/torch thing is extremely blocky/aliased. At least in Oblivion the shadow map resolution was configurable, so let's hope we'll have this option again. *crosses fingers*
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N3T4
 
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Post » Sat Feb 19, 2011 9:44 am

with shadows we will have no bleeding effect because the wall or whatever would block it
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Lewis Morel
 
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Post » Fri Feb 18, 2011 7:39 pm

Way more pissing than that was the: it-rain-under-the-roof,bridge, or whatever structure that wasnt a separate from world cell.


I have to agree there, I will be VERY dissappointed if Bethesda fails to fix this in Skyrim.

But with all Bethesda's talk of dynamic lighting and dynamic shadows in the new engine, I think it could have been expected that light would no longer "bleed" through objects, and yes, that did annoy me,

Though as I pointed out in the other thread, the dungeon looks too bright anyway, but that's a seperate issue.

Also, why do people keep thinking those are skeletons? Skeletons, by nature, generally shouldn't have flesh on them, you know, because they're skeletons, you wouldn't call a zombie a skeleton, because it's not a skeleton, you shouldn't call these skeletons either, since there's clearly still flesh on them, shrivled, dried and rotting flesh, but flesh nonetheless.

Also, I've posted this before but if anyone didn't notice from that screen that even zombies are differentiated in look. Some have beards, some don't. Some have helmets, etc.


That does indeed seem to be the case, I wonder, though, how much variation is there, in this regard? And most importantly, can it be seen on most enemies, or just select types?
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Marine x
 
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Post » Sat Feb 19, 2011 10:57 am

In addition to the "look we're already doing this in Oblivion!" quoted above, I'd like to say the shadow map resolution makes me very sad in that Skyrim screenshot. The shadow cast by the sconce/torch thing is extremely blocky/aliased. At least in Oblivion the shadow map resolution was configurable, so let's hope we'll have this option again. *crosses fingers*

Likely an Xbox360 limitation, not a PC one. Same goes for the textures people are complaining about. It has been confirmed that the PC version will have higher res textures than the console version.
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scorpion972
 
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Post » Sat Feb 19, 2011 12:59 am

Likely an Xbox360 limitation, not a PC one. Same goes for the textures people are complaining about. It has been confirmed that the PC version will have higher res textures than the console version.

I'm still not sure what exactly Todd means about "higher res". The vanilla Oblivion game never goes over 256MB of VRAM with texture detail on "High" and all the settings maxed out, as if it were the Xbox version. I feel like the the soupy look of the Xbox 360 Oblivion textures is simply the equivalent of the "Medium" texture filtering settings in the game options. Now I'm not sure exactly what Oblivion does with this setting internally. Cheaper, blurrier texture filtering, or using varying mip-levels, or what, but the source texture is still the same resolution, technically.

The PC shadow maps were still blocky in Oblivion. The default shadow map size was 256x256. Which is very tiny. Just because it's an Xbox limitation and not a PC one doesn't mean they're going to remember to include the configurable shadow map INI settings, which was my point. So, like I said, I still hope they include the option to increase the shadow map resolution in the INI. They did have shadow map filtering options in Oblivion, but that was the old shadow system. Let's hope that idea is recycled this time around too.
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Darren Chandler
 
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